Leo’s RttCU Run #3 (The Secret Name)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Leo’s RttCU Run #2 (At Death's Doorstep) 2 1 0 1.0
Inspiration for
Leo’s RttCU Run #4 (The Wages of Sin) 1 0 0 1.0

Magnificate · 1203

Truth be told, while playing solo I tend to write off this scenario. It’s difficult, but in contrast to some latter ones, it’s impossible to resign from. The difficulty of this scenario is twofold. First, it’s easy to get caught up fighting high-health enemies. Second, there’s a lot investigation actions required and those in Keziah’s Room cannot be bypassed with clue-gathering events. Keen Eye should be useful in tackling both those problems, so I’m getting it instead of the second Charisma. I’m also upgrading both Mausers to up my damage output a bit. Ideally I’d also have On the Hunt 3 to snipe Brown Jenkin for an early clue, but it’s outside my XP budget for this scenario.

The Secret Name

Pre-Mulligan Hand: Intel Report, Sled Dog, Take the Initiative, Mauser C96, Sled Dog

Opening Hand: 3× Sled Dog, Mitch Brown, Easy Mark

Agenda & Act: THE HERMIT • IX & Investigating the Witch House

Leo begins the scenario with 2 Physical Trauma.


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That’s both of Leo’s weaknesses in the first three rounds. In other scenarios I’d be reasonably sure I won’t see them again, but The Secret Name has Brown Jenkin. In any case, the weaknesses have been disruptive. I’ve lost the third Sled Dog, which will make dealing with three-health enemies harder, and I was forced to dump resources and an Easy Mark earlier that I’d want.

Board State Reminder: 5 health, 6 sanity, 1 resource, 1 clue, 33 cards in the encounter deck

In Play: Sled Dog, Sled Dog (1 damage & 1 horror), Flashlight (3 supplies)

In Hand: Daring, Reckless, Mauser C96


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Ahhh... That last Minus Four was unfortunate. Venturers were discarded before Leo could get extra batteries for his Flashlights. I didn’t play the guns because I’m expecting to get the Black Book, but I should’ve committed one of them. In any case, it’s round 7 and Ever Viligant is sitting under Stick to the Plan.

Board State Reminder: 2 health, 4 sanity, 4 resources, 2 clues, 29 cards in the encounter deck

In Play: Sled Dog (1 damage), Sled Dog (1 damage & 1 horror), Flashlight (2 supplies)

In Hand: Intel Report, Take the Initiative, Scene of the Crime, Venturer, Easy Mark, Sled Dog, Perception

Threat: Fate of All Fools


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Progress is slow, but nothing catastrophic is happening. I wasn’t confident enough to City of Elder Things, but perhaps I should had given that Leo’s sanity is already lower than his health. Then again, I know that Nahab deals two horror and I might need to be able to tank her at the end of the scenario. On the positive side, that Scene of the Crime came at the exact right moment.

Board State Reminder: 2 health, 4 sanity, 2 resources, 2 clues, 28 cards in the encounter deck

In Play: Sled Dog, Sled Dog (1 damage), Sled Dog (1 damage & 1 horror), Flashlight (1 supply), The Black Book, Lone Wolf

In Hand: 2× Take the Initiative, 2× Calling in Favors, Perception, Lone Wolf, Scene of the Crime

Threat: Fate of All Fools


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Round 11 was the definition of over-committing. Still, these cards would’ve been discarded either way and I'm not too keen on missing the last Sled Dog in the deck. It got discarded with Bought in Blood later anyways. Weirdly enough, I'm in the position to attempt to advance the Act after nabbing Jenkin. Normally, I’d try to stock up on clues before entering the Site of the Sacrifice, but in this situation… I might be able to defeat Nahab enough times to get the clues directly from the final location.

Board State Reminder: 2 health, 4 sanity, 2 resources, 4 clues, 24 cards in the encounter deck

In Play: Sled Dog, Sled Dog (1 damage & 1 horror), Mauser C96 (5 ammo), The Black Book, Lone Wolf

In Hand: Sled Dog. Mauser C96

Threat: Fate of All Fools, Disquieting Dreams


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As I’ve expected, Leo is being delayed, but still holding his head above water. He hasn’t taken damage or horror for quite some time, so that’s good. BTW, I’ve reread Fate of All Fools and I’ve realized how it actually works. That’s brilliant design for multiplayer.

Board State Reminder: 2 health, 4 sanity, 8 resources, 5 clues, 16 cards in the encounter deck

In Play: 2× Sled Dog, Sled Dog (1 damage & 1 horror), Mauser C96 (2 ammo), The Black Book, Lone Wolf (with Vice and Villainy)

In Hand: Mauser C96, Intel Report, Scene of the Crime, Venturer

Threat: Fate of All Fools, Disquieting Dreams


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Wooo! Victory! A surprise to be sure, but a welcome one. It’s not just that last well-time Scene of the Crime. I think it’s mostly about avoiding being bogged down earlier. We’ve seen just three Swarm of Rats and the last one didn’t even matter. We’ve never found the rat-spawning room and later in the scenario we’ve steered clear of Unknown Places. Leo’s XP haul from this scenario is low, but that doesn’t matter. In fact, aside from two or three cards, I’m already having problems deciding on the upgrades for this deck. Until next time!

Campaign Log:

Disappearance at the Twilight Estate: Gavriella disappeared into the mist. 3 pieces of evidence were left behind.

The Witching Hour: Leo has rejected his fate. The witches’ spell was broken. 8 XP, Mementos: Mesmerizing Flute & Ritual Components.

At Death’s Doorstep: Leo is on Gavriella’s trail. Leo escaped the spectral realm. Leo rescued Josef. Leo is a member of the Lodge. Leo is deceiving the Lodge. 7 XP.

The Secret Name: Leo told the Lodge about the coven. 4 XP, Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.

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